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Wish there was more zombies

EntitySpawn
EntitySpawn Member Posts: 4,233
edited September 2021 in Feedback and Suggestions

Feel like I hardly ever see them when I verse nemesis, even on small maps like coal tower I dont see them an awful lot let alone on bigger maps... anyone feel like they should increase depending on map size or something?

Post edited by Gay Myers (Luzi) on

Comments

  • SHYHERIST
    SHYHERIST Member Posts: 165

    It is necessary to remove useless zombies from the game and strengthen the main power of Nemesis

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Nemesis is pretty good.

  • Seraphor
    Seraphor Member Posts: 9,434

    Zombies are pretty inconsequential for higher skilled survivors, but can be life or death for those who make the mistake of running right into them. But then a poorer killer can lean on them a little more in lower ranks while the higher ranked killer will do better with his main power, so it's a decent levelling mechanic, making him viable at all skill levels. Providing the matchmaking is fair that is...

    At most I could get on board with a Very or Ultra Rare add-on that allows him to spawn a third Zombie when he gets his power to Tier III.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    As an add-on, I'd be all for an extra zombie or 2, but as a base-kit those 2 individual zombies are fair enough, especially since Nemesis actually has outsourced help, whilst no other killer currently does.

    Besides, the camping zombies are perhaps some of the best help you can get!

  • Ohnoes
    Ohnoes Member Posts: 608

    The problem with the zombies isn't their number it is their AI. They just come across as annoying bots, which they are. Probably the most underwhelming zombies I've seen.

  • Adeloo
    Adeloo Member Posts: 1,448

    i honestly wish there was more in large maps but the ways their behaviour should be changed.

    I noticed that if they are coming to you when you are working on a gen, and someone get injured, they will instantly change target and turn around. Like i was 4 m away from it, so it's not even a Line of Sight issue.

    That issue make it that they will be around hooked survivors a lot of time during the trial, making it hard to safely unhook without risking getting down.

  • CornHub
    CornHub Member Posts: 1,864

    No, because then on the smaller maps it's pretty much a 4v4.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    I'm convinced people that say this have not actually played against nemesis. They can be incredibly onboxious, especially with detection distance and speed add ons.

    It's just that you, the nemesis, will not be aware of the additional map pressure they're giving you unless you hear a hit notification.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Iv played against him alot, but they're slow and get stuck on everything if I do see them but I hardly actually notice them in a match. Kinda disappointing when it's meant to be a resident evil chapter

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772
    edited July 2021

    For every time they get stuck theres a time they run towards a gen from a mile away and just won't leave. It goes both ways. I've had multiple games where a zombie has blocked shack window or god bus window for me for multiple chases and basically handed me a win.

    They're glass cannons.

  • TWiXT
    TWiXT Member Posts: 2,063
    edited July 2021

    I'm indifferent to the idea of more zombies honestly, but I do wish they were at least a little bit faster by default. 1 m/s is painfully slow and ridiculously easy for survivors to deal with, especially in the open maps, where a survivor can do almost half a gen by the time a zombie pushes them away from it. The way I see it, the default 1 m/s speed would be fine if the zombies gained a movement speed boost upon detecting a survivor. Preferably it would be a .5 movement speed boost, but even a .25 one would be a QoL change in the right direction for them since movement speed is often what determines if a zombie will actually be able to hit a survivor or not.

    I mean, the Detection range add-ons for the zombies are rendered pretty useless when you realize that it doesn't matter if they detect a survivor from behind them at 20 meters away, if it's going to take the zombie 20 seconds to reach them at 1m/s. However, add that default movement speed buff of .25 m/s when detecting a survivor, and another .25 m/s per detection add-on resulting in a total 1.5 m/s, and now you have a zombie that will detect the survivor at 20 meters away and reach them within 13.333333~ seconds for using 1 detection add-on, or 11.4 seconds with both add-ons. Likewise Pairing the detection add-ons with the base movement speed improvement add-ons makes them even faster when detecting a survivor, bringing up the best possible movement speed to 2.5 m/s upon detecting a survivor, and 2m/s when just wandering the map.

    Overall, as it is, the Movement speed add-ons completely trump the detection ones currently, because having the zombies cover more distance when wandering increases the odds of running into survivors + having the speed to cause them trouble vs. spotting survivors less often at a greater range, but being only mildly annoying to them. In all honesty, even in the Resident Evil games, the Zombies always move faster upon spotting you, so I don't see why this Idea shouldn't be considered for the zombies in DbD.

  • WexlerWendigo
    WexlerWendigo Member Posts: 1,867

    No thanks, 2 zombies + ruin can literally win Nemesis’ the game if the totem is well hidden and there’s good zombie RNG

  • WexlerWendigo
    WexlerWendigo Member Posts: 1,867

    It’s happened to me multiple times, it really isn’t that rare. Harassed on gens every time w/ruin and allowing a bad killer to win

  • MojoTheFabulous
    MojoTheFabulous Member Posts: 2,015

    2 zombies feels good enough to me but with that said I'd like to see add-ons to increase the amount of them.

  • JPLongstreet
    JPLongstreet Member Posts: 6,246

    While developing Nemmy they had an iri add-on that did spawn a third zom zom, but scrapped it because it sapped game performance badly. So if another zombie effed up frames during internal PC test runs, imagine what it would do to the consoles...

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    That's a fair point to make. Yet, if they are currently working on a fix for the existing fps, maybe the reason that 3rd zombie didn't work in the first place is somehow linked to that. Once it is back up and working, maybe they could look again into it and see if it's a future possibility.

  • JPLongstreet
    JPLongstreet Member Posts: 6,246

    As far as I know they didn't even test the third zom on console yet, just early development on PC. I asume they develop their killers on a kick ass PC, and if that had a hard time running it...... yikes

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  • Seraphor
    Seraphor Member Posts: 9,434

    I think a viable compromise would be a very rare add-on, that spawns a new zombie for each sacrificed/killed survivor.

    So once one survivor is gone, 3 zombies, 2 survivors = 4 zombies, etc. This keeps the number of "players" in the trial constant, so it shouldn't affect performance. And if 5 zombies is too much, maybe it could cap at 4, or even just 3, at least it would be an option of an extra zombie.